简单反射测试游戏应用中的 NSDataStorage 问题

Issue with NSDataStorage in simple reflex test game app

我试图在 NSUserDataStorage 中存储一组数字..我做错了什么?谢谢。 导入 UIKit

class ViewController: UIViewController {
var arr = [Int]()
var timer = NSTimer()
var countdowntimer = NSTimer()
var count = 0
var countdown = Int(arc4random_uniform(4000) + 1000)
var highscore:Int!


@IBOutlet weak var beginButton: UIButton!





@IBOutlet weak var startButton: UILabel!
@IBOutlet weak var highScoreButton: UILabel!
@IBOutlet weak var timerLabel: UILabel!
@IBOutlet weak var backgroundImage: UIImageView!

func updateTime() {
    countdown = countdown - 1
    if countdown <= 0 {
        startButton.textColor = UIColor.blackColor()
        startButton.text = "Tap Now!"
        countdowntimer.invalidate()
        backgroundImage.image = UIImage(named: "red")
        count = 0
        Timer()
    }
}

func Timer() {
    timer = NSTimer.scheduledTimerWithTimeInterval(0.001, target:self, selector:Selector("reflexTest"), userInfo:nil, repeats: true)

}

func reflexTest() {
    count = count + 1
    timerLabel.text = "\(count) ms"
}




@IBAction func beginTapped(sender: AnyObject) {
    if startButton.text == "Tap when the Color Changes" {
        startButton.text = "You tapped too early!"
        countdowntimer.invalidate()
        countdown = Int(arc4random_uniform(4000) + 1000)
    } else {
    if count == 0 {
    countdowntimer = NSTimer.scheduledTimerWithTimeInterval(0.001, target: self, selector: Selector("updateTime"), userInfo: nil, repeats: true)
    startButton.text = "Tap when the Color Changes"
        countdown = Int(arc4random_uniform(4000) + 1000)
        timerLabel.text = "\(count) ms"
    } else {
        timer.invalidate()
        backgroundImage.image = UIImage(named: "green")
        startButton.text = "Tap to Begin"
        arr.append(count)
        count = 0
        highscore = minElement(arr)
        highScoreButton.text = "Best: \(highscore)"
        self.viewDidLoad()
        }

    }

}





override func viewDidLoad() {
    super.viewDidLoad()
    NSUserDefaults.standardUserDefaults().setObject(arr, forKey: "data")
    arr = NSUserDefaults.standardUserDefaults().objectForKey("data") as! [Int]
    println(arr)
            // Do any additional setup after loading the view, typically from a nib.
}

override func didReceiveMemoryWarning() {
    super.didReceiveMemoryWarning()
    // Dispose of any resources that can be recreated.
}

}

我试图让它在加载视图时从永久存储中获取数据,将数组设置为等于它,并且当用户玩游戏时,当他单击结束按钮时,它需要数据,并将其存储回数组中,然后将其放入永久存储中。我如何在不使用核心数据的情况下执行此操作?

您几乎已经掌握了 NSUserDefaults 的想法——只需根据需要读写即可。我总是喜欢将其抽象为具有直观界面的方法(甚至是单独的对象),例如 saveload.

如果您的数据变得更加复杂,您可能需要考虑使用 NSKeyedArchiverNSCoding 将数据写入设备上的文件,以便轻松地序列化和反序列化。

查看此 NSHipster Article 了解更多信息。

class ViewController: UIViewController {
    var arr = [Int]()

    let kDefaultsKey = "com.mycompany.myapp.numbers"

    override func viewDidLoad() {
        super.viewDidLoad()
        self.loadDefaults()
    }

    func randomNumner() -> Int {
        return Int(arc4random() % 100)
    }

    @IBAction func buttonTapped(sender: AnyObject) {
        arr.append( randomNumber() )
        self.saveDfeaults()
    }

    func loadDefaults() {
        if let savedArray = NSUserDefaults.standardUserDefaults().objectForKey( kDefaultsKey ) as? [Int] {
            self.arr = savedArray
        }
    }

    func saveDfeaults() {
        NSUserDefaults.standardUserDefaults().setObject( self.arr, forKey: kDefaultsKey )
    }
}